Page 60 of 96 FirstFirst ... 105056575859606162636470 ... LastLast
Results 1,476 to 1,500 of 2397

Thread: Roll to Dodge! V.3

  1. #1476

    Default

    Quote Originally Posted by brendan25 View Post
    Name: brendan25
    Gender: Male
    Backstory: one of the swordsman of the 7 ninja swordsmen of Mist
    Major skill(if applicable): Swordsman
    Minor skills(if applicable): Swordfighting, Archering
    Equipment(if applicable): Ninja Headband, Bandages , Cutlass, Crossbow and Buster Sword
    Wait for the round to end.

    I may have died, but there ain't no way this is gonna go under my radar.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  2. #1477
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,356

    Default

    Ivan Pixicoff (YDT)
    [Roll 5]
    You go to the eleventh floor and create two éclairs. Then you bring them to life. Surprisingly, or not so if you know French, they have slight electrical powers. You must also drop an item since this puts you at six.

    X3-IJ97 (InfernalBlaze)
    [Roll 4]
    You swing into the kraken fast and hard. It bounces around the room and looks close to dead.
    (-4 health from kraken)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 6]
    An hour of search nets you all the keys. After unlocking the multitude of locks on the door, the statues crumble and the current floor changes. It is still a museum and the statues rebuilt themselves off to the side, but there is now a magic bag you grab. It can hold anything, doesn't count towards your item count, and boosts it up to six.

    T.J A.J R.J Backslashinfouth V (Charze)
    [Roll 1]
    You try to make something to heal your poison, but it backfires. The donuts you make poison you even worse
    (-1 health from Poison, +Toxic)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, fast, six health). $1.23 US in change. Banana (+1 health when eaten). The powerful Armor of Plus! (Noticable increases to attack and magic attack, +4 mentality and health, +4 max mentality and health, -3 to all damage taken). A gold coin (increases luck in gambling, no roll modifier). Two living éclairs (Low health, power, defense, and speed; slight electrical power)

    X3-IJ97 (InfernalBlaze)
    6/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken)

    Mr. Fluffington the Eighth (Digipoke)
    8/10
    10/10
    Has a ghost under his control (5 health, can't physically harm others, can only be hurt by magic or spiritual attacks). Super Ninja! (Large increases to speed and attack, laser katana, cannot lose mentality). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1

    T.J A.J R.J Backslashinfouth V (Charze)
    9/13
    10/10
    Earthbender, complete with metalbending. Has a suit of armor (-3 to magic and physical damage). Cloak of Magic (-1 to magic damage taken). Ring of Health (+3 max health while wearing.). Bear. Staff of Magic+ (Noticable increase in magic damage.). Toxified (-2 health every turn until healed).

    Ogith-Sai (Ghosts of the Forum)
    0/10
    0/10
    Dead!

    Andrew Borealis (PokeLegend)
    0/10
    0/10
    Dead!

    Location (New in green):
    Everyone was chained to the east wall. A window rests in the west wall, letting in light. There is a wall on the north door. On the south wall is a ladder you can climb up to the second floor The only decoration in the room is a compass pattern on the floor, which is also how you know the direction of each wall. The door is locked and the whole building has an aura of magic which makes the walls and doors hard to destroy

    The second floor looks similar to the first, also having a compass pattern on the floor. There is a door on the north wall which leads to a small room with the ladder up to floor three. The west wall has a window looking out into a forest, strangely enough like you are at ground level. The south wall has the ladder back down and a large pedestal with six vases. The east wall has four bags on it. They each have a label, there is: Mentality. You can take only one, and there is only one of each, so it is first come and gets a good roll, first serve. There's also a plaque explaining your situation: 'Congratulations, you have passed the first test. Welcome to the Tower of God. As you go higher, things get harder. Reach the top and you can get a limitless power. Die, and your soul will be trapped here forever. You may choose one bag from the wall to help. Take more than one, and the magic will attack you. Good luck '

    The third floor. The west wall is actually a side of a lighted aquarium. North leads back down ot the second floor, South leads up to the fourth floor. On the east wall is six ornamental locks and a plaque reading 'Good job getting up here. Now use your gifts to find the key to the door. By the way, none of the keys on this wall are the right one.'

    The fourth floor is mostly empty, but many times larger than the previous floors. The north leads up to the fifth floor, but is currently locked. South leads back down. On the east wall is a simple plaque reading 'Don't Die '. The west wall looks out at a desert, pyramids in the far distance being the only thing standing out in the ocean of sand. The window is shattered, but a magic barrier makes it so things can only come in, not leave. The Ring of Health (+3 to max health while wearing; if it is removed then max health returns to normal) is lying on the ground to grab.

    The fifth floor. It looks like the great hall of a castle. To the north is back down, south leads up and is already unlocked. West and east are identical walls decorated with shields and swords. The plaque here is next to the ladder up. 'This is the castle of the king. Many guards are also here. Try not to get noticed (Sorry if you were noticed crossing the room to read this).'

    The sixth floor is a large room with a zoo. No plaque here or anything. South leads down, north leads up. Various exhibits.

    The seventh floor is filled with a sort of faux water. You can swim around , it looks like water, and you can still breathe in it. This is the Kraken's den, the first boss room in the tower.

    The eigth floor is a replica of the second, including the wall of bags. The only noticable difference is that it looks out onto a bustling metropolis, and hte plaque which instead reads 'Welcome to teh prize room. Take one bag for beating the kraken. But just one, or the magic will kill you.' The bags are all gone.

    The ninth floor is utterly destroyed by a mass explosion. It looks like the charred remains of a castle and some heavily burnt armor and ashes lay about. Ghosts litter the room for anyone who can interact with them. Some are aggressive, some are confused, a few are just plain broken.

    The tenth floor is identical to the first floor, including chains, but has skeletons attached to the walls. Six of them. The first one, the Mermaid Shana, has already been searched and her soul is now at rest.

    The eleventh floor is an empty bakery with different magical platters that create different desserts.

    The twelth floor is a return to locked doors. It is a gallery with statues of every contestant from all rounds so far. A plaque reads 'Thirteen unlucky keys are needed from this blast from the past. Only the winners can show the way forward. 13/13 keys found. Door unlocked.

    Enemies (New in red):
    Nine stone soldiers on the third floor. They have swords to fight with and eight health each. Many hundreds of guards in the fifth floor and ninth floor. They have various weapons and armors and health. They are currently on high alert and aggressive. Giant kraken on seventh floor, hundreds of deadly tentacles, nasty personality, damage resistant skin, and one health. Have fun with that boss, good things come after it.

    Other (New in blue):
    Nothing yet.

    Comments:
    If any other refs want to do anything, there is some information you need to know about the stage, so send me a PM and I'll send you the info.

  3. #1478
    Join Date
    Feb 2011
    Posts
    147

    Default

    Roll to launch magical icicles at the kraken.

  4. #1479
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    I'll drop the change

    Roll to go through the door on the twelth floor.

  5. #1480
    Join Date
    Aug 2011
    Location
    The Divine Comedy
    Posts
    105

    Default

    Roll to try to cure yourself AGAIN and heal yourself AGAIN
    Friend Safari: Snorunt, Bergmite, Cloyster
    Friend Code: 0860-3745-2173




    Credit to Robert

  6. #1481
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Go down to the 11th floor and use your Laser Katana on T.J A.J R.J.

  7. #1482
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,356

    Default

    Ivan Pixicoff (YDT)
    [Roll 5]
    You go to the twelve floor. It turns out to be a large arena. You pay some men to allow you to enter. It is actually so much they decide to enter the door for everyone climbing the tower (This is obviously not expensive). When you go in, you find that you are in the part of the arena where stuff happens. You have entered the fray in a mass melee fight between yourself and many other warriors who all want the key up.

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    You shoot a magical icicle at the kraken. The ice pierces its skin and kills the beast. The body fades away and a loud pop rings through the building. There is no price, that would've been access to floor eight and its goodies, but you have now unlocked Floor 14 which would have been locked until the kraken died.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 4]
    You go down to the eleventh floor and attack T.J. Your blade hurts a heck of a lot and he is brought down to his last bit of health.

    T.J A.J R.J Backslashinfouth V (Charze)
    [Roll 2]
    You create a small cake. It isn't poisoned, but it doesn't help heal you either. And then Mr. Fluffington attacks you with a sword.
    (-2 health from Poison, -6 health from attack)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, fast, six health). Banana (+1 health when eaten). The powerful Armor of Plus! (Noticable increases to attack and magic attack, +4 mentality and health, +4 max mentality and health, -3 to all damage taken). A gold coin (increases luck in gambling, no roll modifier). Two living éclairs (Low health, power, defense, and speed; slight electrical power)

    X3-IJ97 (InfernalBlaze)
    6/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken)

    Mr. Fluffington the Eighth (Digipoke)
    8/10
    10/10
    Has a ghost under his control (5 health, can't physically harm others, can only be hurt by magic or spiritual attacks). Super Ninja! (Large increases to speed and attack, laser katana, cannot lose mentality). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1

    T.J A.J R.J Backslashinfouth V (Charze)
    1/13
    10/10
    Earthbender, complete with metalbending. Has a suit of armor (-3 to magic and physical damage). Cloak of Magic (-1 to magic damage taken). Ring of Health (+3 max health while wearing.). Bear. Staff of Magic+ (Noticable increase in magic damage.). Toxified (-2 health every turn until healed).

    Ogith-Sai (Ghosts of the Forum)
    0/10
    0/10
    Dead!

    Andrew Borealis (PokeLegend)
    0/10
    0/10
    Dead!

    Location (New in green):
    Everyone was chained to the east wall. A window rests in the west wall, letting in light. There is a wall on the north door. On the south wall is a ladder you can climb up to the second floor The only decoration in the room is a compass pattern on the floor, which is also how you know the direction of each wall. The door is locked and the whole building has an aura of magic which makes the walls and doors hard to destroy

    The second floor looks similar to the first, also having a compass pattern on the floor. There is a door on the north wall which leads to a small room with the ladder up to floor three. The west wall has a window looking out into a forest, strangely enough like you are at ground level. The south wall has the ladder back down and a large pedestal with six vases. The east wall has four bags on it. They each have a label, there is: Mentality. You can take only one, and there is only one of each, so it is first come and gets a good roll, first serve. There's also a plaque explaining your situation: 'Congratulations, you have passed the first test. Welcome to the Tower of God. As you go higher, things get harder. Reach the top and you can get a limitless power. Die, and your soul will be trapped here forever. You may choose one bag from the wall to help. Take more than one, and the magic will attack you. Good luck '

    The third floor. The west wall is actually a side of a lighted aquarium. North leads back down ot the second floor, South leads up to the fourth floor. On the east wall is six ornamental locks and a plaque reading 'Good job getting up here. Now use your gifts to find the key to the door. By the way, none of the keys on this wall are the right one.'

    The fourth floor is mostly empty, but many times larger than the previous floors. The north leads up to the fifth floor, but is currently locked. South leads back down. On the east wall is a simple plaque reading 'Don't Die '. The west wall looks out at a desert, pyramids in the far distance being the only thing standing out in the ocean of sand. The window is shattered, but a magic barrier makes it so things can only come in, not leave. The Ring of Health (+3 to max health while wearing; if it is removed then max health returns to normal) is lying on the ground to grab.

    The fifth floor. It looks like the great hall of a castle. To the north is back down, south leads up and is already unlocked. West and east are identical walls decorated with shields and swords. The plaque here is next to the ladder up. 'This is the castle of the king. Many guards are also here. Try not to get noticed (Sorry if you were noticed crossing the room to read this).'

    The sixth floor is a large room with a zoo. No plaque here or anything. South leads down, north leads up. Various exhibits.

    The seventh floor is filled with a sort of faux water. You can swim around , it looks like water, and you can still breathe in it. This is the Kraken's den, the first boss room in the tower.

    The eigth floor is a replica of the second, including the wall of bags. The only noticable difference is that it looks out onto a bustling metropolis, and hte plaque which instead reads 'Welcome to teh prize room. Take one bag for beating the kraken. But just one, or the magic will kill you.' The bags are all gone.

    The ninth floor is utterly destroyed by a mass explosion. It looks like the charred remains of a castle and some heavily burnt armor and ashes lay about. Ghosts litter the room for anyone who can interact with them. Some are aggressive, some are confused, a few are just plain broken.

    The tenth floor is identical to the first floor, including chains, but has skeletons attached to the walls. Six of them. The first one, the Mermaid Shana, has already been searched and her soul is now at rest.

    The eleventh floor is an empty bakery with different magical platters that create different desserts.

    The twelth floor is a return to locked doors. It is a gallery with statues of every contestant from all rounds so far. A plaque reads 'Thirteen unlucky keys are needed from this blast from the past. Only the winners can show the way forward. 13/13 keys found. Door unlocked.

    The thirteenth floor is a large arena. You must fight a varied group of many different fighters trying to claim the way up.

    Enemies (New in red):
    Nine stone soldiers on the third floor. They have swords to fight with and eight health each. Many hundreds of guards in the fifth floor. They have various weapons and armors and health. They are currently on high alert and aggressive. A large group of warriors on the 13th floor. They are very heavily diversed.

    Other (New in blue):
    Nothing yet.

    Comments:
    If any other refs want to do anything, there is some information you need to know about the stage, so send me a PM and I'll send you the info. And sorry Charze. Bad luck.

  8. #1483
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to kill T.J A.J R.J with your Laser Katana!

    No hard feelings Charze, but the less competion, the better.

  9. #1484
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to go back down to the eleventh floor, having the eclairs defend me if necessary, then send a healing wave to T.J A.J R.J before he dies.

  10. #1485
    Join Date
    Aug 2011
    Location
    The Divine Comedy
    Posts
    105

    Default

    Roll to use your Earthbending and Metalbending Powers to collapse the floors of the tower on your eneimes before you are attacked.

    If I go down, you go down with me!
    Friend Safari: Snorunt, Bergmite, Cloyster
    Friend Code: 0860-3745-2173




    Credit to Robert

  11. #1486
    Join Date
    Feb 2011
    Posts
    147

    Default

    Roll to go to the eigth floor to and see if there's anything useful left somehow.

  12. #1487
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,356

    Default

    Ivan Pixicoff (YDT)
    [Roll 2]
    You send out a beam of healing magic! Except it screws up and is actually a beam of agony. You finish off T.J. on accident.
    (-1 to T.J.)

    X3-IJ97 (InfernalBlaze)
    [Roll 2]
    You go up to the eight floor and look for anything useful. Unfortunately, there is nothing there.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 1]
    You try to attack T.J. But you trip and fall on your own laser katana and hurt yourself. You also leave Super Ninja mode.
    (-4 health)

    T.J A.J R.J Backslashinfouth V (Charze)
    [Roll 1]
    You try to collapse the tower, but its own magic is far stronger than yours. The fairy tells you he will heal you up, but the agony obviously shows something much different and you die in pain.
    (-1 health)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, fast, six health). Banana (+1 health when eaten). The powerful Armor of Plus! (Noticable increases to attack and magic attack, +4 mentality and health, +4 max mentality and health, -3 to all damage taken). A gold coin (increases luck in gambling, no roll modifier). Two living éclairs (Low health, power, defense, and speed; slight electrical power)

    X3-IJ97 (InfernalBlaze)
    6/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken)

    Mr. Fluffington the Eighth (Digipoke)
    4/10
    10/10
    Has a ghost under his control (5 health, can't physically harm others, can only be hurt by magic or spiritual attacks). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1)

    T.J A.J R.J Backslashinfouth V (Charze)
    0/10
    10/10
    Dead!

    Ogith-Sai (Ghosts of the Forum)
    0/10
    0/10
    Dead!

    Andrew Borealis (PokeLegend)
    0/10
    0/10
    Dead!

    Location (New in green):
    Everyone was chained to the east wall. A window rests in the west wall, letting in light. There is a wall on the north door. On the south wall is a ladder you can climb up to the second floor The only decoration in the room is a compass pattern on the floor, which is also how you know the direction of each wall. The door is locked and the whole building has an aura of magic which makes the walls and doors hard to destroy

    The second floor looks similar to the first, also having a compass pattern on the floor. There is a door on the north wall which leads to a small room with the ladder up to floor three. The west wall has a window looking out into a forest, strangely enough like you are at ground level. The south wall has the ladder back down and a large pedestal with six vases. The east wall has four bags on it. They each have a label, there is: Mentality. You can take only one, and there is only one of each, so it is first come and gets a good roll, first serve. There's also a plaque explaining your situation: 'Congratulations, you have passed the first test. Welcome to the Tower of God. As you go higher, things get harder. Reach the top and you can get a limitless power. Die, and your soul will be trapped here forever. You may choose one bag from the wall to help. Take more than one, and the magic will attack you. Good luck '

    The third floor. The west wall is actually a side of a lighted aquarium. North leads back down ot the second floor, South leads up to the fourth floor. On the east wall is six ornamental locks and a plaque reading 'Good job getting up here. Now use your gifts to find the key to the door. By the way, none of the keys on this wall are the right one.'

    The fourth floor is mostly empty, but many times larger than the previous floors. The north leads up to the fifth floor, but is currently locked. South leads back down. On the east wall is a simple plaque reading 'Don't Die '. The west wall looks out at a desert, pyramids in the far distance being the only thing standing out in the ocean of sand. The window is shattered, but a magic barrier makes it so things can only come in, not leave. The Ring of Health (+3 to max health while wearing; if it is removed then max health returns to normal) is lying on the ground to grab.

    The fifth floor. It looks like the great hall of a castle. To the north is back down, south leads up and is already unlocked. West and east are identical walls decorated with shields and swords. The plaque here is next to the ladder up. 'This is the castle of the king. Many guards are also here. Try not to get noticed (Sorry if you were noticed crossing the room to read this).'

    The sixth floor is a large room with a zoo. No plaque here or anything. South leads down, north leads up. Various exhibits.

    The seventh floor is filled with a sort of faux water. You can swim around , it looks like water, and you can still breathe in it. This is the Kraken's den, the first boss room in the tower.

    The eigth floor is a replica of the second, including the wall of bags. The only noticable difference is that it looks out onto a bustling metropolis, and hte plaque which instead reads 'Welcome to teh prize room. Take one bag for beating the kraken. But just one, or the magic will kill you.' The bags are all gone.

    The ninth floor is utterly destroyed by a mass explosion. It looks like the charred remains of a castle and some heavily burnt armor and ashes lay about. Ghosts litter the room for anyone who can interact with them. Some are aggressive, some are confused, a few are just plain broken.

    The tenth floor is identical to the first floor, including chains, but has skeletons attached to the walls. Six of them. The first one, the Mermaid Shana, has already been searched and her soul is now at rest.

    The eleventh floor is an empty bakery with different magical platters that create different desserts.

    The twelth floor is a return to locked doors. It is a gallery with statues of every contestant from all rounds so far. A plaque reads 'Thirteen unlucky keys are needed from this blast from the past. Only the winners can show the way forward. 13/13 keys found. Door unlocked.

    The thirteenth floor is a large arena. You must fight a varied group of many different fighters trying to claim the way up.

    Enemies (New in red):
    Nine stone soldiers on the third floor. They have swords to fight with and eight health each. Many hundreds of guards in the fifth floor. They have various weapons and armors and health. They are currently on high alert and aggressive. A large group of warriors on the 13th floor. They are very heavily diversed.

    Other (New in blue):
    The Staff of Magic+, a bear, and the Ring of Health are available since their owner died).

    Comments:
    If any other refs want to do anything, there is some information you need to know about the stage, so send me a PM and I'll send you the info. Really sorry Charze, and everyone really, but Charze was the only death.

  13. #1488
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to grab the Ring Of Health and eat something to restore your health.

  14. #1489
    Join Date
    Feb 2011
    Posts
    147

    Default

    Roll to grab the Staff of Magic+ and incorporate into your body.

  15. #1490
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to mourn T.J A.J R.J and have a proper burial ceremony for him

    ~sorry

  16. #1491
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,356

    Default

    Ivan Pixicoff (YDT)
    [Roll5]
    You hold a proper burial for T.J. Your magic causes a small bush to grow rapidly. His ghost appears and thanks you. He promises to help you if you need it.

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    You grab the dropped Staff of Magic+ and incorporate it into your body. It synchs with your staff of magic, giving a bigger boost.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 4]
    You grab the ring of health and slip it on. Then you go back up and make a sandwich which heals you two.
    (+ 5 health, +2 max health.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, fast, six health). Banana (+1 health when eaten). The powerful Armor of Plus! (Noticable increases to attack and magic attack, +4 mentality and health, +4 max mentality and health, -3 to all damage taken). A gold coin (increases luck in gambling, no roll modifier). Two living éclairs (Low health, power, defense, and speed; slight electrical power). You can call on T.J.'s ghost for help 3 times (He is like a normal ghost but with Earthbending).

    X3-IJ97 (InfernalBlaze)
    6/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.)

    Mr. Fluffington the Eighth (Digipoke)
    9/13
    10/10
    Has a ghost under his control (5 health, can't physically harm others, can only be hurt by magic or spiritual attacks). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.)

    T.J A.J R.J Backslashinfouth V (Charze)
    0/10
    10/10
    Dead!

    Ogith-Sai (Ghosts of the Forum)
    0/10
    0/10
    Dead!

    Andrew Borealis (PokeLegend)
    0/10
    0/10
    Dead!

    Location (New in green):
    Everyone was chained to the east wall. A window rests in the west wall, letting in light. There is a wall on the north door. On the south wall is a ladder you can climb up to the second floor The only decoration in the room is a compass pattern on the floor, which is also how you know the direction of each wall. The door is locked and the whole building has an aura of magic which makes the walls and doors hard to destroy

    The second floor looks similar to the first, also having a compass pattern on the floor. There is a door on the north wall which leads to a small room with the ladder up to floor three. The west wall has a window looking out into a forest, strangely enough like you are at ground level. The south wall has the ladder back down and a large pedestal with six vases. The east wall has four bags on it. They each have a label, there is: Mentality. You can take only one, and there is only one of each, so it is first come and gets a good roll, first serve. There's also a plaque explaining your situation: 'Congratulations, you have passed the first test. Welcome to the Tower of God. As you go higher, things get harder. Reach the top and you can get a limitless power. Die, and your soul will be trapped here forever. You may choose one bag from the wall to help. Take more than one, and the magic will attack you. Good luck '

    The third floor. The west wall is actually a side of a lighted aquarium. North leads back down ot the second floor, South leads up to the fourth floor. On the east wall is six ornamental locks and a plaque reading 'Good job getting up here. Now use your gifts to find the key to the door. By the way, none of the keys on this wall are the right one.'

    The fourth floor is mostly empty, but many times larger than the previous floors. The north leads up to the fifth floor, but is currently locked. South leads back down. On the east wall is a simple plaque reading 'Don't Die '. The west wall looks out at a desert, pyramids in the far distance being the only thing standing out in the ocean of sand. The window is shattered, but a magic barrier makes it so things can only come in, not leave. The Ring of Health (+3 to max health while wearing; if it is removed then max health returns to normal) is lying on the ground to grab.

    The fifth floor. It looks like the great hall of a castle. To the north is back down, south leads up and is already unlocked. West and east are identical walls decorated with shields and swords. The plaque here is next to the ladder up. 'This is the castle of the king. Many guards are also here. Try not to get noticed (Sorry if you were noticed crossing the room to read this).'

    The sixth floor is a large room with a zoo. No plaque here or anything. South leads down, north leads up. Various exhibits.

    The seventh floor is filled with a sort of faux water. You can swim around , it looks like water, and you can still breathe in it. This is the Kraken's den, the first boss room in the tower.

    The eigth floor is a replica of the second, including the wall of bags. The only noticable difference is that it looks out onto a bustling metropolis, and hte plaque which instead reads 'Welcome to teh prize room. Take one bag for beating the kraken. But just one, or the magic will kill you.' The bags are all gone.

    The ninth floor is utterly destroyed by a mass explosion. It looks like the charred remains of a castle and some heavily burnt armor and ashes lay about. Ghosts litter the room for anyone who can interact with them. Some are aggressive, some are confused, a few are just plain broken.

    The tenth floor is identical to the first floor, including chains, but has skeletons attached to the walls. Six of them. The first one, the Mermaid Shana, has already been searched and her soul is now at rest.

    The eleventh floor is an empty bakery with different magical platters that create different desserts.

    The twelth floor is a return to locked doors. It is a gallery with statues of every contestant from all rounds so far. A plaque reads 'Thirteen unlucky keys are needed from this blast from the past. Only the winners can show the way forward. 13/13 keys found. Door unlocked.

    The thirteenth floor is a large arena. You must fight a varied group of many different fighters trying to claim the way up.

    Enemies (New in red):
    Nine stone soldiers on the third floor. They have swords to fight with and eight health each. Many hundreds of guards in the fifth floor. They have various weapons and armors and health. They are currently on high alert and aggressive. A large group of warriors on the 13th floor. They are very heavily diversed.

    Other (New in blue):
    A bear is available since their owner died.

    Comments:
    If any other refs want to do anything, there is some information you need to know about the stage, so send me a PM and I'll send you the info.
    Last edited by CuriousHeartless; 27th March 2013 at 3:26 AM.

  17. #1492
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Shouldn't I have some more health?

    Roll to go the thirteenth floor and smack fools up.

  18. #1493
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,356

    Default

    Bump for the last two. Remember to post.

  19. #1494
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Sorry, the update didn't show up in my subscriptions two days ago.

    Roll to ride the sphinx to the thirteenth floor and heal the warrior's armour all together (like one unmoving block of metal), making sure I'm not helping the other two at all. Have the eclairs defend me

  20. #1495
    Join Date
    Feb 2011
    Posts
    147

    Default

    Roll to go to the thirteenth floor.

  21. #1496
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,356

    Default

    Ivan Pixicoff (YDT)
    [Roll 2]
    You try to go up to the thirteenth floor, but your sphinx falls on the stairs. You are unharmed, but you crush your éclairs.

    X3-IJ97 (InfernalBlaze)
    [Roll 4]
    You go up to the thirteenth floor. Some guys try to attack you and your freeze them, but you have yet to join the actual fray.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 5]
    You go up to the thirteenth floor and smile while looking at the opponents. Something which, since you are a ninja drugee chimpanzee, comes out somewhere between cute, weird, and scary. Then you smack some fools up. You wipe out a portion of the enemies.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, fast, six health). Banana (+1 health when eaten). The powerful Armor of Plus! (Noticable increases to attack and magic attack, +4 mentality and health, +4 max mentality and health, -3 to all damage taken). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 3 times (He is like a normal ghost but with Earthbending).

    X3-IJ97 (InfernalBlaze)
    6/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.)

    Mr. Fluffington the Eighth (Digipoke)
    9/13
    10/10
    Has a ghost under his control (5 health, can't physically harm others, can only be hurt by magic or spiritual attacks). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.)

    T.J A.J R.J Backslashinfouth V (Charze)
    0/10
    10/10
    Dead!

    Ogith-Sai (Ghosts of the Forum)
    0/10
    0/10
    Dead!

    Andrew Borealis (PokeLegend)
    0/10
    0/10
    Dead!

    Location (New in green):
    Everyone was chained to the east wall. A window rests in the west wall, letting in light. There is a wall on the north door. On the south wall is a ladder you can climb up to the second floor The only decoration in the room is a compass pattern on the floor, which is also how you know the direction of each wall. The door is locked and the whole building has an aura of magic which makes the walls and doors hard to destroy

    The second floor looks similar to the first, also having a compass pattern on the floor. There is a door on the north wall which leads to a small room with the ladder up to floor three. The west wall has a window looking out into a forest, strangely enough like you are at ground level. The south wall has the ladder back down and a large pedestal with six vases. The east wall has four bags on it. They each have a label, there is: Mentality. You can take only one, and there is only one of each, so it is first come and gets a good roll, first serve. There's also a plaque explaining your situation: 'Congratulations, you have passed the first test. Welcome to the Tower of God. As you go higher, things get harder. Reach the top and you can get a limitless power. Die, and your soul will be trapped here forever. You may choose one bag from the wall to help. Take more than one, and the magic will attack you. Good luck '

    The third floor. The west wall is actually a side of a lighted aquarium. North leads back down ot the second floor, South leads up to the fourth floor. On the east wall is six ornamental locks and a plaque reading 'Good job getting up here. Now use your gifts to find the key to the door. By the way, none of the keys on this wall are the right one.'

    The fourth floor is mostly empty, but many times larger than the previous floors. The north leads up to the fifth floor, but is currently locked. South leads back down. On the east wall is a simple plaque reading 'Don't Die '. The west wall looks out at a desert, pyramids in the far distance being the only thing standing out in the ocean of sand. The window is shattered, but a magic barrier makes it so things can only come in, not leave. The Ring of Health (+3 to max health while wearing; if it is removed then max health returns to normal) is lying on the ground to grab.

    The fifth floor. It looks like the great hall of a castle. To the north is back down, south leads up and is already unlocked. West and east are identical walls decorated with shields and swords. The plaque here is next to the ladder up. 'This is the castle of the king. Many guards are also here. Try not to get noticed (Sorry if you were noticed crossing the room to read this).'

    The sixth floor is a large room with a zoo. No plaque here or anything. South leads down, north leads up. Various exhibits.

    The seventh floor is filled with a sort of faux water. You can swim around , it looks like water, and you can still breathe in it. This is the Kraken's den, the first boss room in the tower.

    The eigth floor is a replica of the second, including the wall of bags. The only noticable difference is that it looks out onto a bustling metropolis, and hte plaque which instead reads 'Welcome to teh prize room. Take one bag for beating the kraken. But just one, or the magic will kill you.' The bags are all gone.

    The ninth floor is utterly destroyed by a mass explosion. It looks like the charred remains of a castle and some heavily burnt armor and ashes lay about. Ghosts litter the room for anyone who can interact with them. Some are aggressive, some are confused, a few are just plain broken.

    The tenth floor is identical to the first floor, including chains, but has skeletons attached to the walls. Six of them. The first one, the Mermaid Shana, has already been searched and her soul is now at rest.

    The eleventh floor is an empty bakery with different magical platters that create different desserts.

    The twelth floor is a return to locked doors. It is a gallery with statues of every contestant from all rounds so far. A plaque reads 'Thirteen unlucky keys are needed from this blast from the past. Only the winners can show the way forward. 13/13 keys found. Door unlocked.

    The thirteenth floor is a large arena. You must fight a varied group of many different fighters trying to claim the way up.

    Enemies (New in red):
    Nine stone soldiers on the third floor. They have swords to fight with and eight health each. Many hundreds of guards in the fifth floor. They have various weapons and armors and health. They are currently on high alert and aggressive. A large group of warriors on the 13th floor. They are very heavily diversed.

    Other (New in blue):
    A bear is available since their owner died.

    Comments:
    If any other refs want to do anything, there is some information you need to know about the stage, so send me a PM and I'll send you the info.

  22. #1497
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to ride the sphinx to the thirteenth floor and heal the warrior's armour all together (like one unmoving block of metal), making sure I'm not helping the other two at all.

  23. #1498
    Join Date
    Feb 2011
    Posts
    147

    Default

    Roll to engulf the warriors in flames.

  24. #1499
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,356

    Default

    Bump for digi. I'm not letting you hold this up if you take too much longer.

  25. #1500
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to attack even more enemies!

    I thought I rolled before....

Page 60 of 96 FirstFirst ... 105056575859606162636470 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •